Farming guide
Best farming army by Town Hall
A farming army is not a war army. It doesn’t need three stars: it needs to grab the loot fast and get back to searching. Here is the reasoning to build your own at any stage of the game.
What makes a good farming army
Since March 2025, with Clash Anytime, there is no more training: troops cost no resources and no time, and your army is always ready. Troop cost no longer weighs on the choice.
Today the only criterion is how efficient the attack is. If you get these three rules, you can build your own army at any Town Hall:
- Grabs what’s outside. In good farming bases, lots of loot sits in mines, collectors and drills, far from the core. Troops that reach those spots quickly earn more.
- Doesn’t depend on heroes. An army that only works with heroes is fragile. Build it so it pays off without them; whatever they add is a bonus.
- Simple to deploy. The fewer decisions an attack needs, the faster you attack again and the fewer mistakes you make.
How to choose at your stage
There is no reliable army list by Town Hall, and the game changes with every update. What defines your army is what your village has already unlocked: look at the troops you have available and choose by the rules above.
In practice, fast troops that go for collectors, mines, drills and storages outside the walls earn more when farming. Slow troops that have to break their way to the core are only worth it when the loot is in there and pays for the effort.
One example: Pyloot’s default army is Super Goblins with Lightning. The number of goblins follows your army camp capacity, so the same army grows with your village.
Torn between two troops? Keep the one that reaches the loot first and needs fewer decisions when you deploy it.
How to adapt to the base
One army doesn’t fit everything. What changes the choice is where the loot is:
- Loot on the edge (dead base): light troops spread around the base. No need to break in.
- Loot in the core storages: troops that tank damage in front, wall breakers or a spell to open the way, and damage behind. Only attack if the loot is worth it.
- Base with weak air defense: an air army flies over everything and reaches the storages with little effort.
If you see almost only active bases with everything in the core, a light army will earn little. Then either raise your minimum and skip more bases, or bring something that goes deep.
Spells, Clan Castle and heroes
- Spells: heal and rage help the army get further. Some players bring lightning to hit full collectors or drills.
- Clan Castle: ask for troops that match your army. They are free for you and make a big difference at lower Town Halls.
- Heroes: use them, but build the army to work without them.
Common mistakes
- Bringing a war army to farm. It earns more stars and less loot per hour.
- Attacking any base. The army is the same; what changes the result is the base you pick. See the dark elixir guide to choose better.
- Forgetting to upgrade the troops you use most. An idle laboratory means slower farming forever.
- Changing armies all the time. Stick with one for a few days, note how much it earned, and only then compare.
Where Pyloot fits in
Pyloot doesn’t pick your army: on every attack it reads the troop and spell bar and uses whatever is there. So the choice is still yours, and this guide applies just the same.
What it does is the repetitive part: searching bases by your minimum loot, attacking, activating super troops and, with the surplus, upgrading walls. Using a bot is against Supercell’s rules and the account can be banned; the risk is on whoever uses it.